We had one going for Ultimate Combat, and have one going currently for the Advanced Races guide, so why not start up the Ultimate Equipment Wishlist early, and may be our incessant yammering might get heard.

I'll start:

New weapon and armor properties, both magical and mundage

More class specific items that give benefits to particular class features, and new ones for classes that don't have any

A set of feats that are based of a fighter's weapon group that augment the ability to fight with the weapon group (Think the Whip Mastery tree fro ultimate combat, but applied to broad groups of weapons, not just a single one)

Alternate proficiency rules so that non-full BAB classes can have an easy time of getting exotic weapon proficiency

More cool and quirky mundane adventuring gear

A way to make natural attacks and unarmed strikes masterwork on a case by case basis. So a monk can get weapon enhancements on his body, and monsters with only one or two natural attacks can get a buff as well.

Rituals for enhancing a monk's unarmed strike that the monk can perform himself without a caster's aid. Or at the very least a piece of equipment that doesn't ruin the flavor of a barehanded monk, like brass knuckles, cestus, etc. do. Something that takes care of unarmed strike as a whole, so that a monk's flurry isn't reduced to punching over and over. Something that lets them keep kicks, knees, elbows, and headbutts on the menu. NOT something that takes care of each limb seperately and makes for a bookkeeping nightmare on and off the table.

I understand that about 50% of the book will contain compiled content. This worries me as I definitely don't want to buy a book that contains a bunch of content I already bought, especially a hardcover.

A way to change my attitude about this is if the previously published equipment is revisited with new content, ways of use, and artwork for each.

I'll second Mikaze's wish for a way for monks to enhance unarmed strikes in some way without something like brass knuckles.

Brass knuckles can no longer do damage as though they were unarmed strikes, so no enhancement there either.

Tatoos are cool.

Yeah, I know, but I was just using them as the example. You can't exactly make masterwork hand wraps, and even if you can, those are just that hand wraps. Kicks won't be affected, headbutts, etc. Tattoos seem to be a logical way to go.

Would love to see more resources on prices / economics of gear. I’d be very pleased with a master price table of ALL weapons / armor, including not just the sale price, but also the recommended value an adventurer might get by pawning it off, weighted by some sort of supply/demand factors (ie. I’d imagine a +1 sword is going to be worth a lot more in a remote village than in a bustling metropolis where they’re a dime a dozen). Also include the multipliers for magic item pricing in this one centralized location. I know this info is already available scattered around, but if this book is called Ultimate Equipment, it would be nice to have a comprehensive chart available so I wouldn’t have to bust out the calculator every time someone price checks a magic weapon.
Taking that supply / demand idea further, it would be fun to see an optional system for trade good values (textiles, ores, etc) and info on trade routes/caravans, so we might be have rules to run a merchant-heavy campaign.

Hwacha: an artillery piece that actually could resonably be used against players

Armed Kites

More riverine craft, including armed versions
(and the current description of "Keelboat", in the Core Rules, would better fit something like "Canal Boat" or "Flat Boat"; A Keelboat has a "keel" and is not flatbottomed. see Keelboat vs Flatboat )

Rules for rowing, punting or floating up and down rivers.

More open water craft. Perhaps, instead of trying to have dozens of types of boats, have a system that allows picking length, beam, number of masts, etc. and generates game statistics like carrying capacity, speed per round, modifier to skill checks, etc.

Rules for sailing in open waters.

Tent or portable building options, like gypsy wagons, yurts/gers or rules for building improvised shelters, like log cabins.

Rules for "hidden" things. For example, a dagger hidden inside a walking stick, or a wand hidden inside the hilt of a two handed sword.

Rules for libraries. It's been already stated that large libraries can give benefits to Know rolls or other skill rolls; what are the rules if the players wish to build their own library? Stats for some of the famous libraries in Golarion, and the requirements they place on use.

Market, trade system, for the odd player that wants to play Traveller-style trade campaign on Golarian; Traveling town to town in a caravan, buying low, selling high and looking for questionables deals to make the little extra bit of profit. IMHO mundane trading should make little, usually only enough to cover expenses, thereby encouraging players to seek out missions/plot hooks.

We already know Parade Armor gives +2 Diplomacy & Intimidate vs people of the same nationality, and that not wearing the appropriate courtiers clothing and jewelry gives a -2 Diplomacy when dealing with nobility, and that perfume can give bonuses in unidentified circumstances. So.......How about a unified set of rules for the effects of clothing on Diplomacy/Intimidate/Sense Motive/Bluff?

Do we also get new materials?!
I once read about Earthblood (if that was the name) from Monte Cook. I remember I really loved that stuff/material, but can't find it anymore... I am sure it isn't in Ptolus!
Any chance you ask him to contribute that to the UE book?!

* really hope the name was Earthblood, and that Monte was the author *

I would like to see support for a trading campaign as well, maybe a set of optional rules for those who want to play one rather than core rules for everyone.

I would like to second having a section on enhancing unarmed strikes and natural weapons, for both PCs and GMs trying to make more interesting and challenging encounters.

More crafting rules would be useful as well, especially if it made them more intuitive to use in game.

A new section on magic item enchantments and wondrous items would be awesome. I would really like to see an even more in depth guide to creating magic items, especially ones that give unusual benefits aside from numerical bonuses or copying spell effects.

Vehicle (and especially ship) design rules would be very welcome as well.

I would also love to see this. It would make perfect sense to have this base class in book about equipment. It doesn't even have to be an exact remake of the Eberron Artificer, just someone who is awesome at crafting items (magical or otherwise) and maybe gets spells to enhance weapons and armor with magical properties. They could probably even get away with making it an Alchemist alternate class/archetype.

I always thought it was stupid that unwanted magic items were sold back to the market at a 50% gold loss. What about some rules to trade for items that are undesired by other traveling adventurers. Sort of like a straight up swap for weapons that nobody can use.

I'd like to see a more in-depth treatment of more European armor types--including ones that are already represented in the game, just like they did with Asian armor in Ultimate Combat. I feel like the culturally-specific Asian "update" in UC was both unnecessary (all those armor types could have been represented with already-existing armors) and overpowered (there's absolutely no way I'm going to believe that the leg armor components of an O-Yoroi provide more protection than a European steel plate legharness).

I understand that about 50% of the book will contain compiled content. This worries me as I definitely don't want to buy a book that contains a bunch of content I already bought, especially a hardcover.

A way to change my attitude about this is if the previously published equipment is revisited with new content, ways of use, and artwork for each.

Well, another thing to consider is that this book will probably allow anyone with the Armory book to toss it. Hopefully it'll fix all the weirdness with that one, and resolve some of the issues that have been burning on the boards for ages.

So you could pretend the Armory never existed and instead say that it'll be about 60-65% new material :)

Maybe it's the economist in my talking, but more on the economics of everything.

-How much do buildings cost
-How do spells affect mundane economics, like creating a stone wall out of air, how many casters would it take to equal how many workers
-More mundane items, clocks, suits, vehicles (I know they're in UC, but there's only like 10 or so)
-Prices of labor, servants, slaves, experts in different fields
-Modifiers, like 10% cheaper on wood goods for cities in the forest, 10% more expensive for having it shipped.
-The ability to let the players make money on the market, not just sell at half buy at full crap, why can't wizards actually make money crafting items, or bowyers make money crafting bows. Obviously it's not as get rich quick as adventuring but it's safer.
-More golem stuff, I always liked that.

We have, what, three human culture groups? Europe/default, SE Asia/Xian, and India/whatever it's called. Maybe treat Japan and China separately since they're so popular and give Xian in Golarion both groups.

This is already partly done with monk weapons, but it's not done properly across the board.

Characters from Xian should get naginata as a martial weapon just like dwarves get dwarven urgosh as a martial weapon. The weapons should be rebalanced as such with only rare and difficult weapons like one handed bastard swords or kusari-gama or those that are costing something in terms of race or class design like the aforementioned dwarven urgosh being balanced as worth a feat, and the others being flavor choices that come with your region.

I suspect this would be more popular if it came in the form of bumping up the pseudo-european martial weapons to match the non-european martial weapons. Some of the problem comes from undervaluing wide crit range weapons in a game that has the critical focus tree.

New magic items (wondrous items, rings, rods).
New enchantments for magical weapons and armors, especially the guided weapon enchantement presented in a 3.5 AP (legacy of fire i think) either as it was or altered.
The introduction of potion belts like it was in the forgotten realms setting book, i understand that probably due to being non-open content there can't be a copy paste, but i think that even an altered version that effectively does the same thing is enough.

I hope, there are more items, like there are in "Crown of the Kobold King".
I really loved the Crown itself and the Heartripper Dagger. Both are cool items, which give some great boni, but for a price. My sorcerer isn't sure, if he wants to wear the crown all day long, because he would look kind of...well...
And the dagger - awesome powers, but you get them for a price!
As I said, I loved those two items, and would like to see more of these kind.

Vegetable CutterAura strong evocation; CL -
Slot - ; Price -; Weight –
Description
In the hands of any female this is just an ordinary, wood-framed vegetable cutter. But as soon as a human male touches it, it reveals its full properties as a +10 keen vorpal human man bane vegetable cutter, and runes start to glow on its wooden frame, reading in common: ”Danger, do not touch! Keen, vorpal and sharp!”
A man gets a Will Save (DC20) to not show off when a woman is nearby watching (this DC increases by 5 for every woman present beyond the first).
On an attack roll of 1-7 it scores a criticial fumble threat. If the threat is not confirmed, the user takes 1d4 damage and 1d6 bleeding damage until magically healed. If a criticial is scored, the user loses 1d3 fingers and takes also 2d6 bleed until bandaged by a woman. Present women start to grin after a crit (important, they do not laugh just grin) which increases the males Will Save DC by another 10 points if he uses the cutter again within the next 5 rounds. Any Bluff or Intimidate checks made against women after such a critical also receive a -5.
ConstructionRequirements Nothing is known about this hellish device as it seems only women can create such an item, and they seem to keep its construction a secret at all costs.

Vest of resistance, gauntlets of ogre power(that stack with enh bonuses), electrical version of flametongue/frostbrand, boots/sandels of waterwalking, bracers that deflect ranged weapons/ranged touch attacks, ring that is protection/resistance, magical rings that have spell effects(magic missle, lighting bolt, et.) X number of times a day that anyone can use, gloves that enhance unarmed/natural attacks

More regional/racial weapons and armor with explanations of what they are and why they are used.
More non-magical gear that is interesting and usefull.
Rules on building/ renting homes and forts
Varisian gypsy wagons

Another thing I would like to see is some more variant weapons that are linked to common weapons for feat purposes. The scorpion whip is a step in this direction, as proficiency with whips also provides proficiency with them, and the gladius (depending on how you read its description) is another since "Feats and abilities that affect short swords apply to the gladius."

In 3.5 they had several variant weapons, like the barbed dagger and longaxe, that were exotic weapons but shared the benefit from feats like weapon focus with the base weapon. I thought this was an interesting idea and I would love to see Paizo use and improve it.

-A way of creating a weapon 'set' for duel wielders so that they don't have to spend double the money on their weapons even though they are probably doing less damage than a two-handed fighter. Just make it so that the weapons need to be close to eachother in order to function.
-Items that create temporary magical throwing weapons or temporarily enchant mundane ones. Maybe a set of gloves that enchants anything the user throws? This way a character who focuses on throwing weapons will be viable without spending huge amounts of money.
-Fixed rules for crafting non-magical items. The current crafting rules are a 3.5 holdover that simply needs to go away XD

I'd like this Ultimate book to actually do what it's title implies, and be about equipment, not throwing out more rules/classes/etc. I'm still bitter about Ultimate Combat, the book that gave martial character some cool options, and then gave spellcasters the ability to use those options more effectively at half the character level.

And I'd rather see a class that was based on tech than magic, but we all know that Paizo isn't going to do that...if it's flashy and effective, it's a spell, a spell-like ability, or (Su).

Also, there is a huge group of farm type equipment aside from the scythe that is lethal. Pitch forks for example. You could use rules for the ranseur, but a pitchfork would only have the reach of a spear.

Alchemical weapon pellets. These were awesome, and we got them so late in 3.5.

Bracers. There are effectively 2 useful bracers in the system so far. And while both are useful, the hands/forearm slotts are sorely under used. Maybe another 1 handed glove, since you're only allowed to wear one glove of storing at a time.

Ring of force fist. Or weapon. It just struck me odd that we have a ring of force shield and bracers of armor, but no ring of force weapon. Kind of ruins it if you're going for a theme.

Enchanted instruments. Enchanted Toys. Figurines of wonderous power: Toy Soldier: group of 10, diminuative to fine soldier who follow the users commands to the best of their capability. Great for kids of all ages and useful in military planing as well.

One major problem with the current RAW crafting system is that it is faster to create items that are more difficult to make. That is, if two items have the same price, and one has a higher DC to make, it is faster to make the one with the higher DC.

A common house rule is to just say you can set the DC to any DC higher than the base DC to speed up crafting, but house rules are house rules and don't fundamentally fix the system.